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[SUBMISSION]Damaging Effects[UP-TO-DATE]

  • BadMojo
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8 years 2 weeks ago #31 by BadMojo
I haven't done menus for zdoom yet... thats just how I used to do it for quake. But if that way works and is compatible with the other games and mods that change the menus, then I don't see why not :)

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  • CaptainManiac
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8 years 2 weeks ago #32 by CaptainManiac
Replied by CaptainManiac on topic [SUBMISSION]Low Health Fade and Bloodsplatter effect
Ok,genius,what is your way to bind the menus?

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8 years 2 weeks ago #33 by CaptainManiac
Replied by CaptainManiac on topic [SUBMISSION]Low Health Fade and Bloodsplatter effect
There is no addmenusection in the keyconf on the zdoom wiki.If there has been,we should've added the custom definition into the options menu of the game

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8 years 2 weeks ago #34 by CaptainManiac
Replied by CaptainManiac on topic [SUBMISSION]Low Health Fade and Bloodsplatter effect
PS:In the menudef i deleted the modification of the original options menu on Doom and commented all custom menu section for the Damage Effects Settings

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  • BadMojo
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8 years 2 weeks ago #35 by BadMojo
Here, have a look at this: http://pastebin.com/f4b3149fb

This isnt my work, but its the sort of thing I mean by a stand alone menu rather than build it within the original zdoom scripts.

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8 years 2 weeks ago #36 by CaptainManiac
Replied by CaptainManiac on topic [SUBMISSION]Low Health Fade and Bloodsplatter effect
This is a good idea,but how we will make the menus themselves with this?Can you make example list options with this?

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  • Blue Shadow
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8 years 2 weeks ago #37 by Blue Shadow
Personally, I'd say don't bother with a menu. The proper way to do menus is through MENUDEF, but it has its issues of potential conflict with the engine's own menus; you can't add to menus, you can only replace/override them.

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8 years 2 weeks ago #38 by BadMojo
Ill whip up something simple later.. But basically it just binds a key to a script that brings up a menu that you can then use the binded page up and page down keys to navigate the menu to select the options to toggle the cvars on and off. I think that code also creates a cursor as well, but well figure that out later. It shouldn't be too hard to accomplish.

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8 years 2 weeks ago #39 by BadMojo

Blue Shadow wrote: Personally, I'd say don't bother with a menu. The proper way to do menus is through MENUDEF, but it has its issues of potential conflict with the engine's own menus; you can't add to menus, you can only replace/override them.


Thats why Im thinking just a simple message box with a few options bound to a couple of keys, that way it doesn't even use the main menu. Yea its probably not worth the effort, but it doesn't hurt to try a few things and see how they turn out.

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  • MagicWazard
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8 years 2 weeks ago #40 by MagicWazard
Personally, I would suggest just putting it in an F1 help screen under "Read This!". Yeah, you'll have to define a custom MAPINFO with a GameInfo section, but that's not very complicated, and is something that could easily be rolled into a larger mod.

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